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Halo 2


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Guide


Note...© 2004 Seifers Halo site
This Guide was writen by Seifer

  • Level 1: Cairo Station
  • Level 2: Metrpolis
  • Level 3: The Arbiter
  • Level 4: Delta Halo
  • Level 5: Quarantine Zone
  • Level 6: Gravemind
  • Level 7: Uprising
  • Level 8: High Charity
  • Level 9: The Great Journey

    Level 1: Cairo Station
    After watching the cool opening cutscene and find yourself rushing along your fellow Marines to meet and greet the Covenant, run down the stairs and grab the weapons waiting for you on the wall (a battle rifle and a smg). Follow the Marines to the next area and take position next to Sergeant Johnson (the african american in his dress uniform). FYI: you can take command of the turret yourself that Sgt. Johnson is using, you just kinda have to find the right position and snatch it from him. With the turret in hand, as soon as the door blows open, fire. Get the Elites first and when you clear out the place, equip your SMG and enter the blown door. Turn right and kill the Elites, then the Grunts. Turn right again and go up the stairs. Enter the room and man the turret overlooking the area where the Marines are fighting. Take out as much opposition as you can so the Marines can hold them off until you get down there. Turn around and go out the next door, then down the stairs. When you reach the area with the Marines, move ahead of them and clear out any Covenant you didn't kill with the turret. Since alot of this will be close-quarter combat, melee as much as you can to save ammo. When you reach the end, turn left and go up the stairs. The next room is the second floor of a hanger. Immediately fire down on the Covenant on bottom to give the Marines some support. When you find the grenades, throw some down to clear packs of Grunts. Your battle rifle alone can get you through this. When the neighboring station blows up and the second wave of Covenant come in, take them out and go down the hallway to the next hanger. On the second floor are some Grunts manning the plasma cannons, take them out with your battle rifle. On the far side are some Covenant; grenades work well here. Hurry infront of the Covenant boarding door and just pick off the reinforcements that arrive. When the Athens is blown up, head down the stairs in the hanger and throw a grenade down to clear the Grunts on the other side of the door. Rush in and melee the Elite, then give it a clip of your SMG. Some SMG's are on the wall if you run low on ammo. Head down the hall and through the door, where a Special Ops Elite is right infront of you. Waste him and then wait for the next door to open when the Master Gunnery Sergeant dies. When he does, rush in and kill the Elites. Switch one of your weapons with the shotgun the Sergeant had, then move to the next area. At the end of the large room are some Grunts manning a plasma cannon, take it out so your job is easier. Clear the area of Covenant and turn left at the end of the room, then right and up the stairs. Enter the doors and in the next room a group of Covenant will come out, so a quick grenade should clear most of them, then rush in and mop the rest up. Head down the hall and through the door, you'll come up to a large room with several Marines, Sgt. Johnson, and Commander Miranda Keyes. Run ahead of them and clear the Covenant so Keyes can get to her ship. When you clear the area, go into the next room and towards to airlock to the outside. Two jetpack Elites will appear, so getting up close to the door and whipping out your shotgun will make things easy. There's another Elite floating around, if you want to kill him you have to find him, it's no big deal though. When you drop down, turn around and go that direction until you hit a door where on high difficulties some Elites are guarding it. Enter the doors and you'll come up to a large elevator room. Go towards the gap in the room and when you look down you'll see some Drones will be coming up. Run back and find some cover. As soon as they appear start firing your weapon, but if you wait for things to calm down the Drones will stay still and give you an opportunity to pick them off. When the Drones are dead, the elevator coming up has Elites and Grunts on it. You can just jump down onto the elevator and kill them if your in a hurry. Push the controls to go back down and when you reach the bottom, go out the doors to get outside again. To the far end, you can s ee three jetpack Elites. Your battle rifle works well here, but on higher difficulties, grab a nearby plasma pistol and charge it, then fire it at them to lower their shields, then bust out your rifle and a do a quick headshot. Work your way to the other end and (on high difficulties) some Elites will be guarding the door. Go through the door and the elevator will take you to the level of the bomb. Go in the room and several Elites will be guarding the bomb. Some quick grenades and headshots should do the trick from afar. When you move in closer, use your shotgun to eliminate any leftovers. FYI: There's a Marine at the back of the room when you first enter, just turn left and left again into the dark area. He doesn't do anything except talk, but he's there. When the room is clear, head towards the bomb and watch the amazing cutscene!

    ^TOP^

    Level 2: Metropolis
    You start off next to a downed Pelican, so get moving and the passageway contains a single Grunt. Move into the courtyard and there will be several Jackals, Grunts, and Elites scattered around. Run forward to the building and kill the occupants. Go to the second floor and hold off the waves of Covenant that follow. A Phantom will appear and drop off several reinforcements. If you're a good shot, you can take them out as they come down. When everything is done, some Hunters will popout of a doorway in the courtyard. The turret on the second floor directly overlooks that position, so kill them using the turret. Move through the gate and follow the path. At the end are lots of Drones, Jackals, and snipers. Just sit tight behind some cover and use a human or Covenant sniper rifle to pick off the snipers first, then the Drones. When you clear the area, you'll find a passageway that leads to a network of alleyways. Snipers are positioned all around so be careful. When you fight your way through, you'll come upon the squad of the second Pelican. The Covenant attacking them are busy fighting them, so just melee all of them in the back and go into the hotel. Down the dark hallway are some Covenant. Continue down and you'll come outside. Immediately turn left and kill the two Grunts standing there. Go further in and turn around; you'll have a good shooting spot for the reinforcements the Phantom drops off. When you kill them, go down into the road and man the Warthog's gun before the Ghosts pop up. When you take care of the Ghosts, let the Marines take the Warthog while down the path there's a third crashed Pelican, where a small group of Covenant are with a Ghost. Kill them and take the Ghost to the first mortar emplacement. Take out the Elite's first, then the annoying sniper in the sniper nest. Then when all is dead, move to the next mortar emplacement. When you get there, start with the Elite and Grunts behind the containers, then a Phantom will show up and drop off two couples of Ghosts for you to fight. When you kill everything, including the Elite hiding out in the concrete tower, the Phantom will fly away. Follow it and you'll come up to another group of Covenant. Take out the Ghosts and at the small concrete building where the Marine is, a rocket launcher and sniper rifle are available. Grab them if you want and run back to your Ghost, as three pods will drop down with Elites nearby. Head towards the sniper nest and several more pods will drop down. Kill the Elites and move through the rubble towards the entrance to the tunnel system. Follow the roads and you'll come across several checkpoints of Covenant. These are fairly easy to take out, just keep on going and you'll come to a big area where the scarab that shot you down walks by and two Ghosts pop up. Continue on and you'll come across several Shadows trying beat 5 o'clock rushhour (just kidding). The Shadows are a bitch sometimes because of the gunner ontop, so take out the gunner first, then speed up and kill the driver. Repeat this for each Shadow and soon you'll reach another big area in the tunnel that has several stationed Covenant and Ghosts. When you kill all of them, move inbetween the Shadow's opening gap to follow the road and you'll finally leave the tunnel. Sgt. Johnson will drop off a Scorpion tank for you, so hop on in and start to cross the bridge. Keep moving, since at the top a Wraith is firing down on you, but if you keep the tank going, it won't hit you. Several Ghosts will come at you while your crossing but this should be no problem with the tank, even on Legendary. When you reach the middle of the bridge, take out the Wraith. When you pass the middle, several Phantoms will fly by, two of them slow down. The first one will attack you but a tank round into it's guns will destroy them. The second one will fly by with a Wraith attached onto it. You can destroy it if you want. Also, a Marine will pop out from alongside the bridge so pick 'em up. Continue down the bridge and when you finally reach the end, several Banshee's will attack you, the first one from behind. When all the Banshee's are destroyed, two Wraiths will come out of the tunnel. Just shoot them to oblivian and head down the tunnel. Only a few Covenant are holding down the passageway, but you'll come to a closed road that is only passable by walking. FYI: I have managed to get the Scorpion tank across the barrier, just drive it up the rampway and keep trying to get it over and eventually you'll get it, though you might crush a few Marines standing by. Anyways, move in and turn on your flashlight to help see where your going. At the far end you'll see some Jackals and snipers, so if they're bugging you, take them out first. Keep moving, and you'll reach a side tunnel that leads to the surface. A sniper will be standing there, just melee him and take his Particle Beam. Snipe the Elites and the two other snipers, then go down and wait for the Warthog to drive by you, it'll stop. Take the driver seat and let the Marine man the grenade launcher. Go into the next area and you'll find some Ghosts with a Wraith. Just do hit-and-run tactics in the Warthog and everything will soon be destroyed. Follow the path behind the destroyed Wraith and you'll reach the streets. Several Ghosts and Wraiths occupy the streets (Good thing your driving, huh?). The gunner should take out everything there, just keep the Warthog moving and he won't get hit. If he does manage to die, come up to the building where the Marines are and turn left. Follow it and then turn left at the Covenant equipment. There's a small entrance to the overpass there that should give you a clear shot at the Wraiths. Park inside the entrance so any Wraith fire will hit the building, then go nuts. When the area is clear, go to the building with the Marines and go inside. On the top floor, the scarab will come back but it won't hurt the Marines your with on the balcony. Follow the Marines till you get to the canal network where the scarab is right below you. Right when you enter the canal network, to the right there's a rocket launcher. Grab it and go to the first bridge overlooking the canal. The scarab will pass right over you, giving you the opportunity to jump onto it. When boarded, stay at the back so the Covies can't see you and switch between grenades to rockets, then whatever your secondary weapon is. If you managed to kill all the Covies before you reach the end of the canal, you can go inside and take care of the pilots, finishing the level early!

    ^TOP^

    Level 3: The Arbiter
    You start off as the Arbiter, finally able to use active camoflauge! But as good as it seems, it only lasts a short period, so use it wisely. Follow the Elite's down the path to the waiting Covenant by the door. When it opens, go in and wait for the elevator to reach the next floor. When the doors open again, activate your camoflauge (White button) and move in quickly. Position yourself behind the first Heretic Elite (HE), or as I call him, Joe, and melee his ass. The fighting then starts. Move up to the second floor and kill the Heretic Grunts (HG) in the area infront of you. Move ahead and clean up the remaining HG's and HE's. At the end of the room there's a passageway that lead down to the lower level. Follow it and some more Heretics will be there. When your done killing, find the elevator and go down. You'll be taken to the hanger, where Sentinels are there for you to fight, too. Clean up the scattered Heretics and Sentinels, then use the controls by the hanger door to let in the Phantom. Several separate waves of reinforcements will arrive, giving you time to handle them all. When you're done, a door at the bottom floor will open. Go through it and follow the hallway to several HE's and HG's. The next room is quite big and has alot of enemies, so handle the HE's first. When you clear the area, the door at the other end of the room will open and several Heretics will pop out, so be prepared. Go through the door and you'll be in another hallway, where LOTS of HE's and HG's are with needlers so you're gonna get frustrated. The hallway leads to a corridor, where some sleeping HG's are so use your active camo and kill as many Heretics as you can before your caught. At the end of the corridor you'll find the door, where it leads to another corridor, but you have time to use your active camo before two HE's show up. Several HG's come out of a door when the fighting starts so beware. Go through the door and you'll find the Heretic Leader (HL) leaving in a Banshee. Deal with the HE's and Sentinels that show up, then go through the door to the left/right and take a Banshee. A Phantom will accompany you so if you get lost, find the Phantom. Several enemy Banshee's will challenge you along the way, so be familiar with the new maneuvers the Banshee can do (Hold the A button, then move the directional stick to perform a trick). The best approach is to keep distance from the Phantom, so that whenever enemy Banshee's pop up they attack the Phantom first, giving you time to destroy them before they find out your there. When you reach ground forces, just hover and shoot, strafing left and right while alternating fire between your cannons and the fuel rod. When you pinpoint the HL's location and reach the final platform, just keep distance and use your fuel rod. When it quiets down, fly in and go inside. If you notice, the familiar markings of the Flood are on the wall, so be prepared to get pissed off. Follow the rooms and when you reach the two floored one, jump down and wait by the door. The HL's hologram will come and chit-chat. Afterwards, the Flood will come so be sure you have a Plasma Rifle to handle the popcorn Flood. Your energy sword words very well against Flood, too. When the door opens, go in and onto the elevator platform. Kill the Flood and Sentinels nearby and wait for the elevator to start. Going down takes time, since the elevator's mechanical arm collects Flood sample containers from the walls. The descent shouldn't be too bad as long as you have some fellow Elites and your sword. When you reach the bottom, go in the hallway and into the next room, where the Heretics and Flood are battling. You can stay on the second floor and fight, but you're gonna have to go down to get more Flood to come and clear the area so the door will open. When the group of Heretics come in through the elevator, kill them and enter the elevator. You'll end up outside where you'll be joined by Elites and Grunts. Take either path, left or right, and fight your way till you reach a doorway. Enter and you'll come into a big room with the H L. Kill everything and you'll find out your gonna have to cut the station loose to get the HL out from his shield. Go upstairs and battle the Flood and Sentinels by the elevator, then go up and cut the cables. You can just run around with your active camo on from cable to cable, it's easy. When the cables are cut, head to the elevator and go back down. Jump down to the first floor where the HL was and kill the Heretics inside and summon the elevator. Go down and through the doors. Follow the path and kill the Heretics at the second door. Go in and you'll have to chase the HL in the Banshee. Just turn around and go back where you started the hunt with the Phantom. When your inside, wait for the battle between the Sentinels and Flood to end, and kill the victor. It's now basically backtracking to the hanger. The red lighting in the hallways will make things harder to see, but keep your energy sword out and you should be okay. When possible, when the fighting between the Heretics and the Flood are distracting them from you, run by and avoid the fight. When you get back to the hanger, the HL will deploy two holographic images of him. On lower difficulty, I found that just energy swording the two holographs and hunting down the real HL is easy, but on higher difficulties, it's best to disable the holographs and then plasma grenade the floating HL.

    ^TOP^

    Level 4: Delta Halo
    You start off with a squad of Helljumpers at the ground level of another Halo ring. Run up the path and use your rocket launchers homing ability (Hold right trigger, then let go) to destroy the plasma turrets. Then start on the remaining Covenant and go inside the building. Hold here until the Phantoms arrive. When they do, wait until the reinforcements are dropped, then when they enter, gun them down or grenade them. You'll do this twice. When the Pelican's arrive, jump in the driver seat of the Warthog and follow the path leading into the next area. You can simply run over the snipers you first encounter, and then keep following the path the find the bridge building. Do hit-and-run tactics until the outside area is secure; don't worry about the Wraith(s). In fact, don't attract it's attention, or it'll blow your ass up. Enter the building on foot and clear the room with the controls with a grenade. Activate the controls and the bridge will start going down. Go back outside and a Pelican will bring a Scorpion tank. Jump in and go battle the Wraith(s). When your cross the bridge, beware of the wave of Banshee's that will show up behind you. When you clear them out, go into the cave to the right and follow it. Along this entire path there will be Ghosts everywhere so be careful. You'll reach a large opening, filled with plasma turrets, Ghosts, and infantry. Start the shell-shocking, and when you clear the area, head towards the other end. Follow the path and go into the building that leads to another passageway. It's filled with Ghosts, as usual. When you reach the end there's gonna be another structure with turrets and Ghosts swarming everywhere, but it shouldn't be a problem with the Scorpion. Start off by turning left and going all the way around the building, clearing out any opposition. When you start to come around, a Pelican will come and drop off some weapon canisters. Head towards the inside of the building and get to work on the Elites, Grunts, and Jackals. There's alot of enemies and alot of obstacles in your way so use your cover wisely. On the ledge are some Jackals and Elites, so beware of them. Go up the ledge and another set of enemies will pop out, but a grenade will take care of that. Follow the stream and you'll enter a big gorge. Melee the sniper standing there and use his Particle Beam to pick off the rest of the outlying infantry. When it seems clear enough, jump down ledge to ledge but a whole swarm of Drones will come to piss you off. Run across the bridge that crosses the stream and go into the tunnel. A new set of Drones will come. On the other side of the tunnel are some Elites and such, so get to work. FIY: You can hit the rock to move it forward so you can get a better view on snipers and Elites while still behind cover. After clearing the area, go ahead and follow the path ahead. You'll come up to the a large network of buildings. Some snipers will be on the rooftop on the building infront of you. Some Drones will fly up too. The weapon canisters near you are useful for reloads while taking on your current workload. FYI: You can snipe out the enemies ahead in the other buildings from this spot, but you need a sniper rifle or particle beam. When you clear out the area, load up on weapons and move down the path to the building. Go inside and go either way left or right, then some Honor Guard (the tougher Elites) will be there to greet you. Watch out for the energy sword-wielding Elites. What works best is a plasma grenade on the Elite while they're running at you, or simply throwing grenades and shooting. When the cutscene ends, there's gonna be more Honor Guard for you to deal with and some Drones, so be careful. When your all done, go up the second floor and to the right to exit. When you come outside, there's gonna be alot of snipers and Elites to deal with, so keep a sharp eye out (if you took the advantage to snipe some enemies when you first came into the area, you'll find this area alot easier). Follow the path into the next building and there will be a roomful of Grunts and Jackals. A frag grenade off the far wall and into the crowd will kill some if not most of the Covenant. Go to the exit and you'll hear a big clank, which is the gondola your supposed to take to the next temple. Go outside and beware of the Elites and snipers on the platform infront of you. Kill them and find some cover; Hunters are on their way. When the Phantom shows up and drops off the Hunters, the best way is to grenade the hell outta them and shoot unless you conserved a rocket launcher or sniper rifle. After they're dead, wait for a Pelican to drop off some more weapons and load up. Then wait for the gondola to show up with Covenant reinforcements on it. Board it and activate the transport by the controls infront. When it starts going, some Drones will come. Onboard the second gondola coming towards you, there will be some Covenant, so be prepared for them. When you kill them all, the transports will start going again. When you near the second temple, there will be turrets and a small amount of infantry. A battle rifle can easily pick them off. If your using a sniper rifle, you can just aim for the little pointy part of the Grunt that is sticking out behind the turret and shoot that; it'll kill them like a head shot. When the gondola docks, go into the building and clear the room of Jackals and Drones. Melee's work well here. Wait for the elevator to come up, and when it does, just toss in a grenade at the door and it will clear the Covenant inside. Go in and activate the elevator. When you reach the next temple, leave the elevator and find the exit. Go up the ramp and into the next entrance, there's a hallway with some Covenant in it. Clear it and follow the path. Go up the next set of ramps and you'll enter a large room. It's kind of hard to see enemies here, but immediately there will be some Drones flying around; deal with them first so you don't have to worry about them. Across the room you'll see snipers so pick them off before they pick you. Some Elites and Jackals will come up near you so a grenade should take the Jackals while you concentrate on the Elite. Mop up the remaining Covenant and in the middle of the room some Hunters will come in. Take care of them with a sniper rifle if you can. Continue towards the opposite of the room and some Covenant will pop up right when you enter the doors. Deal with them and on the bottom floor there will be a passage that leads to another long hallway. If you can find a sniper rifle, you can easily pick off the stealthed Covenant here. If not, then just turn on your flashlight and find them. When you kill all the Covenant in the hall, a stealthed Elite with a sword will come in so be prepared for him. When he's dead, follow the ramp into the next area and into the elevator. When you reach the next temple, exit the elevator and a Elite will be walking along. Melee him in the back and a wave of Covenant will rush up infront of you. A grenade could take most of them out here, just mostly Grunts and a Elite. Move forward and you'll get outside. Immediately go up the path and take out the Drones while they're still walking around. Then deal with the Elites. Wait for the Pelican to drop off a cache of weapons and get whatever you want, but a battle rifle could come in handy. Turn around and find the little spot that overlooks the next area; you can snipe from here with your battle rifle and clear the area pretty effortlessly. Jump down and go into the maze of ruins. In the middle a Phantom will drop off some Covenant reinforcements so make sure you nearby with a grenade in hand. When a good batch of them are on the ground, throw your grenade and finish the rest off. Keep moving and find the next gondola. There's a rocket launcher in one of the weapon canisters that's not on the gondola, grab it and start the gondola. Get in the back and wait for some Banshee's to show up. Use your rocket launcher's homing feature and take them out. When your done, get ready for the gondola heading your way; it's full of hover-pack Elites. When you start to near the main temple, use the sniper rifle in one of the weapon canisters on the gondola and pick off the Covenant on the ramp before they get close enough to shoot at you. When you dock and after the cinema, go up the ramp and into the temple. Some Jackals and a Elite will show up at the entrance. Inside, on higher difficulties, a pack of Hunters will be here, which is where your left over rocket launcher comes in handy. On the top ramp there will be a few sword-wielding Elites so watch out. It's best to kind of hang back and take out the Covenant stationed at the entrance. Keep a plasma rifle handy to mop up Grunts and Jackals so you don't waste your main weapon's ammo. Weapons don't hurt the Prophet, so run up to the Prophet of Regret and jump on with the X button. Hit him with the B button and kill him. On higher difficulties, you'll be switching from Regret to the Elites as they respawn. Just toggle between the two and you'll get through fine.

    ^TOP^

    Level 5: Quarantine Zone
    This a very long and frustrating level, as you'll most likely die a couple of times if your above normal difficulty. You start off at a deserted platform. I would highly suggest keeping your Covenant carbine and swapping your plasma pistol for a nearby Sentinel Beam. Walk up to the column where the little repair Sentinel is opening it with the laser. On low difficulties, you can open the columns by just activating the blue Piston. On higher difficulties, you need to shoot them to open it. When it's open, jump down. When you reach the bottom, go through the next column and when you reach the next floor, follow the hallway. There's nothing you need to worry about here, just keep moving to the next column. When you hit the next floor, you'll see some Covenant battling the Sentinels. Help them out (the carbine will do) and you'll notice that the white slots on the walls bring Sentinel reinforcements; destroy them. You'll also notice some of these slots are closed and they don't open till you go past them or are about the leave the area. It is a good idea to destroy these if you want to keep the Jackals and Grunts in your team alive or don't want the Sentinels bugging you. When you clear the room, follow the path into the next room and destroy the slots and Sentinels. When the room is clear, find the column at the back of the room and go through. Follow the hallway and you'll meet a Grunt or two. Some of the slots don't open till your about to leave and two of them are way up by the ceiling. When the room is clear, go through the column and into the large room with the huge bot. The best way to take this thing out is get below it and shoot off it's little legs with the carbine, then lower it's shields with the Sentinel Beam and shoot the body with the carbine. When it's destroyed, activate the pistons on each of the four columns in the middle of the room and then another control panel will pop out in the middle. Activate it and prepare to go into Flood territory. If you still have some Covenant left, I suggest giving them some good weapons (the Jackal can carry a plasma rifle or a carbine, which is alot better than the plasma pistol they carry; the Grunts can have a plasma rifle, too). When the elevator docks at the next area where the Flood and Sentinels are battling, take out the huge bot using the same tactics as the one before. When it's destroyed, a shudder should open which is where you need to go through. Jump over to it and go in. Follow the path to the column and go through to the next floor. You'll find some Flood here, just take them out with a grenade if your lazy or your Sentinel Beam. You'll find out that the Flood popcorn can inject itself inside a dead Flood form and revive it, so it's good to kill the popcorn first when they appear. When they're dead, keep moving and go through the column. Next to the dead Marine's body is a shotgun, GRAB IT. This is very good against Flood. Also, a SMG is ideal for taking care of the Flood popcorn. Ahead, some Flood will show up so keep the shotgun ready. When you kill this first wave, up ahead are more and you can avoid them by using your stealth gear and running by them (be careful not to run into them). Be sure to do it right when the second wave comes in, so you'll stretch the stealth long enough to get to the end of the room. Watch out for the carrier Flood (the big fat Flood that carry popcorns) and go through the column to the next floor. Go down the ledge and immediately turn left. Keep going until you see another ledge to the left and jump in. Turn on your camoflauge and exit down the ledge to the right when you reach the end. Stick to the wall and to the left there will be a column; go through it. You'll come up to a very foggy room with Flood walking around. Use your shotgun and kill only the Flood that are currently present; more come like rabbits so just deal with what matters and turn right to the passage into the next area. You can actually avoid unnecessary firefights in this second room by using your camoflauge wisely. At the back of the room there is anoth er passage, so run over there. Some Sentinels will appear while your crossing the passage but they shouldn't both you if you just leave them alone. When you hit the third room, use your camoflauge and at the back of the room to the left there's the column, so go over there and jump down before they notice you. There's another column so go through that and you'll find another balcony area. If you hurry up and go through the column here you'll avoid a Flood ambush so jump through quickly. When you hit the next balcony area, there's some Flood but a Phantom is distracting them so jump once as far as you can off the ledge towards the column and as soon as you touch the ground, use your camoflauge. Then open the column and jump down. Go through the shudder doors and fight the Flood that come when the pods of Elites come down. Clear the landing zone and cross the destroyed tunnel to the next area. Some carrier Flood are here so deal with them. There's a sniper's nest you can go up on but it really won't do you any good since your weapons work best at close-range on the Flood. When you secure the area, go through the tunnel by the turret into the next area. Make sure you talk with the white-armored Elite first and then the waves of Flood will start appearing. Fend them off and a Phantom will drop off some vehicles. Jump in the Ghost and enter the shudder doors. A bot and several Sentinels will come out but the Ghost can easily put them down. Go in and follow the passage. You'll enter a very large room. Turn right and then left around the first corner. Some bots and Sentinels are here at first. Destroy them and deal with the Flood on the Ghosts. To the right there will be a path that leads down. Be careful though, there's a Flood-controlled Scorpion tank. If you let the bot battling the Scorpion tank live, the Flood inside of it should die and you can commandeer it. Also, you can race up to the tank and board it, then melee (B button) the hatch off and plant a grenade (left trigger) in it to kill the driver. The Scorpion tank is very useful but if you can't get it, the Ghost is fine. Exit through the shudder doors and follow the path. When you exit, some Flood will be right infront of you so don't go past the shudder doors or the Flood will jump on your vehicle and start beating you. There's alot of bots that will be flying around so keep moving. You can avoid the group of Sentinels infront of you and follow the passage to the center of the area. There's Flood down here but you can avoid the fighting by finding the shudder doors and going into the next area. Destroy the Wraith that is battling the bots so the bots can turn their attention to the Wraiths at the back end of the valley. Find the passageway through the rocks and follow the path. Beware when you cross the debris that functions as a bridge, there's a Flood that pops up ontop of the hill onfront of you with a rocket launcher. You can avoid this by dumping your vehicle and when you cross the bridge turn left and go past the rock. Follow the path and it'll take you to the underground passage to the next area, completely bypassing the Wraiths and bots. Follow the path and there will be no enemies since the game didn't load the Scorpion tank, bots, and Sentinels that were supposed to be here since you took the shortcut. Find the entrance to the flaming structure and enter. Follow the hallway and you'll see the bots and Flood battling. Find the crack in the wall and jump off it into the room. Move forward and turn left at the wall. Move straight ahead and turn right to the passage. Follow the passage and you'll get back outside to where the battle continues on. It's actually better to turn on your camoflauge and dodge the fighting. Jump down the ledge and turn left. Keep moving and at the back of the valley to the right there's another passage with some Flood there. The passage will lead to another large room, but stick to the right wall and go up the ramp. To the right will be another passage leading out, but some Flood will ambush you when you leave. Deal with them or us e your camoflauge, then jump down the ledge and turn left. There will a Ghost floating around but run to the Scorpion tank and jump in. Take care of the Ghost and the Wraith and more forward. To the left will be the exit. Go through it and you'll enter yet another large area. Stay by the exit and pick off the bots and Flood that will come. When it seems quiet and the Phantom drops off the Spectre, cross the bridge and turn right on the hill. Follow the path and you'll see a Wraith, blow it to bits. Some Flood-controlled Ghosts and a Warthog with a grenade launcher will appear across the opposite ledge, take them out before they can find a way across to you. Keep moving past the destroyed Wraith and drive off the ledge into the path. Turn left and go up the hill. On top, you'll notice a Scorpion tank and two bots battling. Take out the Scorpion tank and if it works out right the bots will turn towards the Wraith. If they start to attack you, just take them out and drive off the ledge infront of you. Go under the rock passage to your right and you'll see a Wraith, destroy it and move forward. A few Ghosts will pop out as you get closer to the structure. When you get close enough, you'll see two shutters open. One of the Flood that comes out has a rocket launcher, so keep shooting until your certain nothing's alive. Then move towards the entrance to the structure and take out the remaining Flood. Exit the tank and enter the structure. Follow the path and you'll find a transport. A cinema will follow and you'll be racing with the humans for the Icon. Some Elites join you when you start back up again so swap for an energy sword and make sure you keep your shotgun. Move to the left side of the transport and stay there till the Flood drop down on you. Use your shotgun and blow them away. Then go down the ramp to the bottom level of the transport where a passage is that leads to an opening, this is where Flood reinforcements come, so wait outside and shotgun them as they come out. When they're dead, move back up to where you fought the first wave and deal with the Flood running around here. When everything's dead, move down outside the passageway again and you can pretty much stay here and fight the rest of the ride since this is where the Flood come out. When the transport starts to go up, though, and if you have auto-aim on, the aiming will get fucked up and you'll notice it's hard to look up to shoot so beware. The ride is fairly easy as long as you have a shotgun and a energy sword. When the ride starts to end, some Flood will jump down on the top level where the Elites are and again the aiming gets screwed up so be careful. The Flood on bottom will keep coming too so be quick. When the transport docks, go down the ramp and follow the Flood popcorn to the entrance of where the Icon is being kept. Watch the cinema and get ready to kick butt!

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    Level 6: Gravemind
    You start off as the Chief again but with a damn Needler. If your precise, you can land enough needles on a Brute to make him explode. When you kill the first Brute the second Brute will start to beserk so be prepared to get your ass beat on. It's best to grab the dead Brute's plasma rifle and finish him off with that. I personally don't prefer the Brute plasma rifle as a long-term weapon because it overheats way too fast. When you get the chance, find a standard plasma rifle and duel-wield with that, since it shoots alot longer. Several waves of Brutes and Grunts will come so be prepared. When the Brute with the carbine is killed, grab the carbine and get some headshots on the Brutes with it. When the area is clear, go to the pedestels and put Cortana in, she'll open the door. Go through the doors and you'll enter a hallway. Turn which ever way, right or left, and some Grunts and Brutes will be here. Some Grunts are manning the plasma cannon at the end of the room so beware. Take out the Brutes and go through the door. Equip your carbine and get some headshots on the Covenant here. Stay near the door and pick off the enemies. When the reinforcements arrive through the grav lift, just pick them off. The Brute Captain is fairly easy too, just headshot him. Grab the Brute Shot he's got and wait for Cortana to activate the lift. Go down and get a feel for the Brute Shot by meleeing the Jackals. Go through the doors and into the hallway. Exit through the doors and you'll find some Jackals waiting around. Melee them and enter the bigger, longer hallway. There's some Jackals and Brutes here at first, so pick them off with the carbine and when they're dead, a group of Brutes and Grunts will appear at the end of the hall. Pick off the Brutes with the carbine and mop up the Grunts with the Brute Shot. There's some carbine ammo to the right of the exit door if you need it, also. Exit through the doors and you'll enter another hallway. Some sleeping Grunts are around so melee them, but it's quite impossible to kill all the enemies in the room stealthly, so don't worry about it. Kill the Brutes and Grunts that are here and move on. In the next room there's quite alot of Brutes, so stay by the door and pick them off. When it's clear, go to the bottom level and wait near the lift. When Cortana activates it, jump on and you'll be sent to the holding area. Melee the Brute standing guard and finish off the sleeping Grunts on this level. Go down a level and secure it. It depends on how much time you spend on a level, but eventually Cortana will tell you to go to the bottom or middle level; each one has the same holding cells. Just pick off the Covenant guarding the Marines. FYI: Give the Marines good weapons. The best arsenal I've found is all but one of the Marines sporting a plasma rifle. The remaining one Marine should have a Covenant carbine for sharpshooting. When all the Marines are rescued, some Covenant will come on the top level so hold down the middle level near the lifts and kill them as they come down. When it seems there's enough dead, go to the top level and rush towards the main gravity life; some more Covenant will come so it's best to wait by the lift and melee them with the Brute Shot. When the area's clear, the lift will become active again so jump aboard and you'll be taken to a new room. There's a working door nearby (the red colored doors don't work and the pinkish doors can open), go through it and some Elites will be right infront of you. Deal with them by melee or an easy plasma grenade and then shoot the Drones coming right behind them. The hallway has more Brutes and former Honor Guard Elites fighting so pick one and start killing. More Drones will come too so watch out. When your done, enter the next door but watch out, another pack of Drones will be flying right at you. Keep going and you'll enter another hallway. Scattered Jackals, Elites, and Brutes will be here so deal with the Brutes first since they're the hardest of the bunch. Exit by the doors and turn left to another door, then you'll enter a large ro om with two Hunters. Don't bother trying to melee them with the Brute Shot, it will just bounce off the armor. Just wait for them to swing and get behind them then start shooting with the carbine or plant a carefully placed grenade on their unprotected skin (the orange part). After killing them, exit through the doors and you'll be in what seems to be a garden. Right next to you an Elite and Brute will be battling. Wait till either one wins and finish off the victor. To your left and across the garden will be snipers; take them out before they take you out. Stay on the ledge by the door and down below a Hunter and some Brutes will battle. Finish off the Hunter and then pick off the Brutes. A sniper to your mid-left will appear, along with some jetpack Elites so pick 'em off. When the area is clear, move to the path on your left and follow it down to the bottom. Find the path that leads up to the opposite ledge and go up. When you near the door, a Brute will appear so shoot or melee his ass quickly. Go through the doors and down the large corridor. The next set of doors will lead to a large gravity transport, step on and you'll be taken across to the next tower. A sniper will be right infront of you so quickly take him out and turn left to the path. A group of Covenant will appear so grenade them before the chasing Brute comes in. Kill the Brute and behind you a Brute or two will still be around somewhere. Follow the left path and you'll come up to several Elites and Brutes battling. You can either wait till one wins or join in, but if you join in you can easily kill them while they are distracted. The paths will separate yet again, but take the left one and it'll take you to another gravity transport. Before you reach it, however, a set of jetpack Elites will appear right infront of you so pick them off quickly so you can deal with the coming madness. Several Covenant in the little room will come out next to the transport so kill them and turn your attention to the gravity transport, where some Brute reinforcements will come. Kill them and take the transport. Enter the doors and follow the hallway to yet another garden where Drones, Elites, and Brutes are fighting. Pick off the Drones so the Elites and Brutes can concentrate on each other. Then kill the Brutes and finally the Elites. Some reinforcements will come from the door opposite of the one you came out of so don't get sandwiched. Exit through the door the reinforcements came out of and follow the hallway leading outside. Take the gravity transport and on the other side you'll find some energy swords, but you probably won't need them since you got the Brute Shot. Take the left path and you'll see some Brutes beating down some Grunts. Personally, I took pity on the little bludgers and took out the Brutes for them, then beat them down myself since it's easier that way, but whatever you decide to kill first is up to you. When your done, continue on and where the paths divide, take the left one and it'll lead you to yet another gravity transport. Cross it and enter the doors. Go up the hall and you'll notice three Brutes exit the doors ahead. Your carbine can take care of them quite easily, but the last one alive will berserk so melee him with the Brute Shot. Go through the doors and you'll come up upon another garden. Turn left and then right. You'll see a sniper standing on the platform, melee him and switch your carbine with the Particle Beam. Infront of you will be an Elite and Brute fighting. You know what to do, kill the Brute, then the Elite. Go back on the platform where the sniper was and start sniping. Notice directly across from you on the other side of the garden is a door, which is where you exit and occassionally enemy reinforcements arrive so keep an eye out there. Look down the ledge and kill the two Grunts standing around the pond. IMMEDIATELY turn your attention to the door across and look through the scope. Never mind the Elites, but right behind them is a Grunt with a fuel rod so pick him off before he manages to fire off a shot which can very badl y fuck you up. When he's done with, you can start to kill the Elites and Brutes below so get to it. When it's clear, jump down and find the path up the slope that leads to the door. When you find it, follow it up but when you see it lead to several Covenant weapon canisters, turn right with the path till you relocate the real path, where some stealthed Elites with swords accompanied by Grunts are coming at you. Grenade them or snipe them quickly before they get to you. Move on up the path and through the doors. You'll be in another large hall but if you rush in quickly, you'll see the Elite before he can camoflauge himself. Melee him and kill the Grunts that are coming out the exit door. In the next hall is a lone stealthed Elite so take him out and proceed to the next room. Be careful in this one, since it's very tricky. The first enemy in here are the Covenant, so deal with them but Brutes will come so be prepared to fight two battles at once. Go through the doors where the Brute came out and there will be an outside path where Brutes and Covenant are battling. It's best to wait for the battle to simmer down, then strike. If you don't want to die, I suggest running back to where the lone stealthed Elite was and grabbing the fuel rod in that hall. When your ready, rush in and plasma grenade the Brutes in the back. Some Drones will be here so take them out and move forward. Before you reach the door a wave of Covenant with Hunters will appear so switch to your fuel rod and blast the two Hunters away. Mop up the remaining Covenant and go through the door. The next room, the Mausoleum of the Arbiter, will contain a battle between Brutes and Elites. If you want to, you can let them finish each other off, but it'll take awhile. If you have no patience, follow the path to the right and get behind the Elites. Melee them and jump down on the Brutes and kill them. The battle will resume with the Hunters and the Brutes, so you might want to kill one Hunter and let the other deal with the Brutes. When the odds are favorable, kill the Hunter and the remaining Brutes. The door opposite of the one you came in will open. Go to it and when you enter, two stealthed Elites will be there. They're close enough to get an easy plasma grenade sticking so give it a shot. When they're dead, go out but you'll be greeted by the last stealthed Elite so no mercy.

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    Level 7: Uprising
    Follow the path to your left and you'll see a dead Elite. There's a plasma sword nearby so grab that and equip it. Turn on your stealth and go down the path to the first Brute. Get behind him and tear him a new hole. You'll most likely be noticed so retreat and hide behind something. When your stealth recharges, turn it on and melee the remaining Brutes. One of them should have a Brute Shot so get it and reload it. There's also some Brutes on the ledge infront of the door you need to go through so dodge them and find the path up towards the door. A Brute will be waiting at the bottom of the path so melee him and start going up. Right before you turn the corner to the Brutes on the ledge, turn on your stealth and go nuts. When they are all dead, an Elite will come. If you want, you can wait for the Elites in the pods to touchdown and join you to make the fighting easier. Go through the door and follow the hall to the next door. Go through and you'll be in a large cave. Move forward and take the left path. Two Brutes and a Jackal will be walking here so melee the hell out of them with the plasma sword and go around to the path leading up to the next level. Keep going and you'll meet a group of Brutes (a well-placed plasma grenade can kill them). At the top of the path there are Drones and Brutes, so melee them to hell and go through the door. The next room is quite simple, just rain down a barrage of grenades from the Brute Shot on the Brutes and Jackals below you and jump down with the energy sword to finish them off quickly. Go through the doors and follow the hallway, where sometimes a charging Brute turns the corner. The four leveled room you enter is very easy. Before you jump down to the third level, see the glowing blue canisters infront of you? Push them down and they'll explode on the third level, killing the Jackals. Jump down to the second level and plasma grenade the waiting Brutes. Then use your energy sword to quickly kill the remaining Brutes. Down on the first level, rain hell from your Brute Shot. Tear through the pack with the sword and exit through the door. The next room can be dealt with the same way, but you're probably low on ammo so turn on your stealth before jumping down and equip your Brute Shot. Get behind the Brute in the turret and kill him. Turn to the door and plasma grenade it to kill the reinforcements that are coming. Then melee the rest. Exit and follow the hallway. When you get to the large doors, turn on your stealth and run out. Get behind the waiting Brute and melee him, then deal with the Jackals. Follow the path quickly and kill the Brute Captain that shows up in the Ghosts. Immediately jump in the Ghost and turn it around to mow down the coming Brutes. When it's clear, follow the path and you'll hit the first of a series of enemy checkpoints. There's a sniper on the rocks infront of you, so deal with him first. The remaining enemies appear all over the place, so just drive around in your Ghost and run them over or shoot them. When the area is clear, follow the path to the next checkpoint. The ledge on the left has a Jackal trying to killa Grunt, kill the Jackal so the Grunt can man the turret. Proceed into the area where a sniper is hidden in the rock formation by the trees. A spectre with Brutes onboard will arrive so destroy it quickly. Two Brutes on Ghosts will then arrive so chase them down. When it's clear, follow the path to the next checkpoint. Go up the left ledge and take out the two Jackals stationed there. Follow the stream to the next checkpoint. Speed up and take out the Brutes since they're more likely to screw up your ride more than the Jackals are. Move up the ledge to the overpass and kill the Jackals here, then find the two Jackals by the log and take them out. Follow the stream down and take out the cleverly hidden sniper right before you hit the waterfall to your right. From the top of the waterfull, find the Jackals Particle Beam and snipe the Brutes in the structure infront of you. When most of them are dead, take your Ghost down and deal with the Wraiths to your left. When the Wraiths are destroyed, turn to the structure and go up the ramp near the waterfall. Take your Ghost to the doors where waves of Brutes will be. You can drive your Ghost in, so take a ride through the hallways. There's an ammo room in here, so take this opportunity to grab a shotgun or a fuel rod if you need to, but keep the Particle Beam in your inventory. Exit and you'll be on another ledge, but there's some snipers directly across from you, so be quick and drive over there first and take them out. Then concentrate on the Brutes. Follow the rock tunnel where loads of Brutes, Jackals, and a Brute-controlled Ghost will be, so charge on through. When your done, exit through the doors onto the beach.

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    Level 8: High Charity
    This is actually one of the few levels you can run through without fighting. You start off with the Flood right infront of you, so fend them off as best you can with your current weaponry. There is a Flood with a shotgun, so be sure to look for it among the bodies. It's best to let the Flood finish off the Brutes, so just wait and start killing when there's less enemies. Go through the doors and you'll be in a hall (turn on your flashlight if you can't see). Some Brutes will come out from the other day but only kill one or two Brutes, and wait for the Flood to come in. They'll distract the Brute so run by to the door and jump on the gravity lift right infront of you. When it takes you to another level, run forward towards the working door and you'll enter a large room with several platforms. Ahead there are Drones, Brutes, and Flood fighting so keep your shotgun handy and grab the carbine in the canister. Walk on the platform and jump on the gravity lift, it'll take you to where the battle is going on. Just shoot whatever gets in your way and jump on the next lift; it takes time to work so just stand there and hold off the enemy while it transports you. When you reach the next platform, run for the door where a couple of Flood will be. Go through the door and down the hall. You'll enter a very, very dark hall. Look for a Brute Shot on the ground while your here and swap it with your carbine. Some Flood are walking around, but just shoot what manages to see you. KEEP MOVING. There's no need to fight the whole damn Flood army and on higher difficulties you'll quickly run out of ammo. Just run from door to door. Every room is pretty basic, the exit door to the room is in the back opposite of the entrance door. So just keep moving through the dark halls and avoid the Covenant holding down the doorway by simple jumping over them. The large room you enter are crawling with Flood, so move ahead and jump into the water. Follow it to the next door and run in before the Flood start to follow you. A group of Flood will exit the door, so shoot the carrier Flood and it should take out the combat Flood around it. Follow the hall to the next large room. Same strategy, but follow the path and it'll lead you straight to the door. To conserve ammo, use the melee feature on the Brute Shot for the Flood (it will disintegrate them). Go through the door and turn left on the intersecting hall to reach the elevator. Activate it and wait to be taken up. When you reach the top, stick to the right wall and move forward. Ignore the Grunts and get to the back of the room, where the Brutes and Jackals are. Kill all the Brutes and the Flood will start to come. Find the exit door (there's a big orange light on it) and run up to it. It should turn pink and open. FYI: You can ignore all the other enemies but kill all the Brutes. As long as the Brutes are all dead the doors will open. Go in and use the right door to get to the gravity lift. When you reach the next floor, stick to the left path and equip your shotgun. The Flood infront of you should immediately run to the Brutes below but if they don't, just blast your way through and keep moving. Go around the canister and keep to the left. The sniper should be busy but if he notices you, he'll drop the particle beam he has and run. Stand on the little glowing platform and your done.

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    Level 9: The Great Journey
    Your the Arbiter again, and on higher difficulties you can't even drive the wraith. If your on lower difficulties, follow part I below. If your on a higher difficulty and stuck with the Spectre, follow part 2 below. 1. Jump in the wraith and follow the valley (no, not off the ledge) and some Ghosts will come. Just blast your way through and keep going. The Ghosts are pretty continuous, so just keep blasting until you reach the parked scarab. Past it are two Brute-controlled Wraiths. Keep your distance and shoot until they are destroyed. Go past them to the door and exit the Wraith. Enter the doors and meet up with the Elite and two Hunters. 2. This is very hard and time consuming on higher difficulties, so mount to gun and let the nearby Elite drive. He may drive like shit, but it's better than how he shoots compared to you. When the Ghosts start coming, firing like crazy at them and try to aim for the driver. The front of the Ghosts are heavily armored so it's best to wait for them to show their backs. If your getting your ass kicked and they won't give you a good shot, just keep shooting at them and eventually you'll destroy the Ghost along with the Brute. I've noticed the Elite-controlled Wraith has a problem with ramming you or accidently shooting you for no apparent reason, so if the Wraith accidently fucks up and kills you, just restart and do it all over again. Follow the valley and you'll reach the parked scarab. The two Wraiths here are a bitch, especially when the Wraith with the Elite in it is shooting at them and all the shots are hitting the scarab. If your Spectre is still functional at this point, move to the left of the Wraiths and dismount. Turn the corner and the Wraiths will be right infront of you. Tag one with a plasma grenade and run before they blow you up. Wait and run over there again, but tag the second Wraith. After they both took a plasma grenade, take the driver seat of the Spectre and let the Elite get the gun. Just do hit-and-run tactics until they're both destroyed. If you don't have your Spectre anymore, just shoot at the Wraiths with your weapons and eventually you'll get them both. Go in the doors and meet up with the Elite and two Hunters. Hard? If not, you must of been on easy. Follow the Hunters and Elite to the next door. If the game didn't screw up, you should still have the weapons when you last played the Arbiter in level 7. Equip your Brute Shot and let Hunters distract the Brutes while your run up the ramp to the right. Plasma grenade the turret gunner and turn on your stealth, then position yourself behind them and start to melee them. Two more Brutes will come through the door nearby so be ready. When it's clear, exit through the door and you'll be in a large cave. If you don't have a Particle Beam, go back and grab the carbine in the previous room near the door. When your ready, enter the cave and pick off the Brutes on the other side. Then turn your attention to the Brutes that will appear next to you. Melee or shoot them in the head and follow the path. Turn on your stealth and go around the turret gunner and stick a plasma grenade to his back. Keep going and you'll meet another wave of Brutes and Jackals. Take out the snipers first and then headshot the Brutes. Melee the last Brute to death and then follow the path to the door. You'll be on a bridge with several Jackals and Drones on it. The Jackals are pretty bunched up, so plasma grenade them and snipe the Drones at the far end. A plantom will appear so quickly cross the bridge if you must and deal with the remaining Jackals and Drones on the other end. Go through the door and follow the hall. You will enter a two leveled room. Go up the ramp to the second level and exchange your weapon (not the Brute Shot, keep that) for the two Needlers in the canister. Duel-wielding them, turn the corner to the left and unleash hell on the Brutes below. Kill one or two Brutes, then retreat and switch to you Brute Shot. Run back in and melee the three Jackals nearby. Retreat then equip your Needler you dropped. Turn the corner again and finish off the remaining Brutes. If you run out of Needler ammo, use your Brute Shot grenades and take them out. When they are dead, find a plasma pistol and free the Elites and Hunters in their cells by shooting the little device infront of the shield. When they are all free, replace your weaponry with a Brute Shot and a carbine. Exit through the doors and follow the hallway. You'll be outside again but you'll hear Sgt. Johnson's voice. Kill the two Brutes with their backs to you and hunt down the others that are battling the Marines. After the cutscene, wait for the Banshee's to come and when they land, take one. Fly up high and go ahead of the scarab. Take care of the three Wraiths in it's way (use the fuel rod on the Banshee, it really helps), then move ahead. When you enter the valley again, there will be two turrets on each side of the valley, so quickly take them out and wait for the scarab to catch up. When it does, two separate Spectre's will come so fuel rod them and turn your attention to the sky, where sets of enemy Banshee's will come. Deal with them and if your Banshee is badly damaged, search the ground for a spare. When the scarab reaches the beach, take care of the two Wraiths that will show up near it's legs. Then deal with the continuing Banshee attacks until Sgt. Johnson blows open the door for you. When it's open, take your Banshee and crash into stuff till you break one of the wings (trust me, you'll love me after this). Fly to the door and go in with the Banshee. When you go in, pull up and find the opening near the roof. Fly to the other side and find the door. Park the Banshee infront of it, then walk up to the door to open it. Jump in your Banshee and fly in. To the right some Brutes will appear, but since you have a Banshee, they ain't no problem. When everyone's dead, go through the right door. After the cutscene, kill the Brutes infront of you and jump onto the main platform. Tartarus is easy to kill when you know when to shoot. Sgt. Johnson is sniping for you so when he gets three successful hits on Tartarus, his shield will go down and that's your que to shoot him. When you do this twice, some Brute reinforcements will come so be prepared fo r them. When they're dead, just run around and make sure you're not not hit by Tartarus's war hammer, which is a one-hit killer. The energy beam in the middle of the platform can boost you up to the upper level. Also, watch out for the holes in the floor on the middle level when your dodging Tartarus. On lower difficulties, you can kill Tartarus pretty quickly, but on higher difficulties it may take some time. No matter, just wait for Sgt. Johnson to lower Tartarus's shields and then go nuts. Use projectile weapons, NEVER melee Tartarus, since he'll counterattack and you'll be dead instantly. Stay in the middle level and in the open since Sgt. Johnson can't hit Tartarus when he's on the top level or when his view is obstructed by objects. When he's dead, you've beaten the game!

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  • Guide to Dual Wielding...Guide to swords


     
    The Ins and Outs of Dual Wielding

    One of the biggest gameplay differences between Halo and Halo 2 is dual-wielding. Here's a brief look at how it works, its pros and cons and the subtleties you might not even have considered.

    Dual Wielding Basics

    Dual Wielding sounds simple enough. Why use one gun when you can use two? Master Chief has two hands, after all. And there' lots of guns just laying around! Well, it's not as simple as that, but we think we've got a pretty cool system in place, one that adds fun, depth and strategy to the single and multiplayer game types.

     

    Dual Needlers work best at close to mid range, since the tracking grows less accurate with distance.

     

    At its simplest level, Dual Wielding simply allows the player to press Y to pick up and use a second weapon. But naturally, things aren't always as simple as they seem. First up, this is the list of weapons you CAN dual wield – all of which are guns the Chief ordinarily uses in a one-handed grip (Covenant Energy Sword is the single exception to this rule):

    Covenant Plasma Pistol
    Covenant Plasma Rifle
    Covenant Needler
    Covenant Weapon (unrevealed)
    Human Pistol
    Human SMG

    Now, that's a relatively short list, but remember you can wield any combination of two, and in your left or right hand. Which adds up to a total of 36 possible variations of dual wielding. Left and right-handedness is more important than it sounds. We found for example that right-handed players prefer to use their right hand for their principle or favorite weapon, even when using two.

    This means of course, that you CANNOT wield two Battle Rifles, two Sniper Rifles or two Rocket Launchers. That said, the double rate of fire on two allegedly weaker weapons can often match or exceed the power of a single rifle/launcher.

    Controlling Dual Wielding is incredibly simple, but adjusting to its rhythm and nuance takes a little time. Eventually it becomes instinctual. In fact, Halo 2 aficionados claim that they get a little discombobulated when they go back to the original Halo.

     

    Try mixing and matching lots of combos to see what works best for your play style.

     

    When holding a Dual Wieldable gun, simply walk over a second gun and press Y to pick up and dual wield the second weapon. It will, by default appear in your left hand, but you can swap (while dual wielding) another weapon you find into your right hand by pressing X. If you happen to be standing over a dual wieldable weapon, but don't want dual wield that weapon, you can tap Y to drop the one in your left hand, or press the B button to melee punch AND drop the left-hand weapon at the same time. This combination of efficiency, speed and punchaliciousness makes using melee the preferred way to toss a second weapon. Tricky to explain, but easy to use.

    You'll notice when holding two guns that the user interface changes slightly, displaying the left-hand weapon ammo or charge on the top left of the screen, and the right-hand weapon ammo or charge on the top right hand side. Couldn't be simpler. Pressing X while dual-wielding will reload both weapons, unless, for example, the other weapon is a plasma pistol and being overcharged at the time. This nuance proves incredibly useful, since it allows you to reload and prepare for your next target at the same time. Pressing reload will automatically reload only a weapon with a (partial or fully) depleted clip. A weapon with a full clip will, for obvious reasons, not reload.

    Picking the correct combination of weapons is key, and to be honest there are very few bad combos. Some however, are more effective than others. And some have very unique properties. We want you to experiment, but here's a few pointers to get you started:

    Plasma Pistol and Human Pistol: Use the plasma overcharge (hold then release the trigger) to deplete an opponent's shield, then squeeze off a single headshot to kill the shield-challenged enemy. Accurate shooting is required.

    Twin Needlers: The needles will penetrate shields and flesh, and should seven or so enter an opponent's body, they will explode – and in MP games with standard rules, that will kill instantly. Press and hold both triggers simultaneously to do it.

    Twin SMGs: Great against nearby opponents. Especially effective against drones in Campaign, since the "walk" (the constant lift caused by kinetic energy from the guns) can actually work to the player's advantage, when fighting Drones, for example. And two SMGs can be excellent for close-quarters assaults on multiplayer opponents.

    SMG and Human Pistol: Surprisingly effective at close quarters and at distance. Use the pistol for long-range headshots, while constantly depleting their shields and health with a spray of SMG fire. Remember also that one pistol shot will detonate a fusion core.

    Now, one of the techniques employed by players in the original Halo was switching. That is, using the properties of one gun, the plasma pistol for example, and then quickly switching to another to finish the job. That's still possible in Halo 2, and sometimes necessary. Try using the plasma pistol overcharge and then quickly switching to the battle rifle when human pistol is unavailable.

    So there you have it, a quick guide with some easy answers, but the real fun will come when you start experimenting yourself. Try everything. You may even find a combo useful in circumstances we never imagined.

    Oh and as for the unrevealed Covenant weapon, it's neat, but nothing to get your knickers in a twist over.


    Discuss This Story




    Part One: Swords

    You’ve read a lot about Swords by now, and we should probably explain what it is, and how you play it. For one thing, we feel pretty confident saying that Swords is quite unlike any other game mode, in that it is both frantic and stealthy at the same time. Swords can be found in the sub menu of the “Slayer” rules.

    Basically, each player is equipped to begin with a Covenant Energy Sword. The Energy Sword is a twin-bladed weapon, which can work using either the melee button for rapid, dangerous strikes, or when in range and locked-on, the player’s reticule will turn red, indicating that a powerful and deadly lunge-strike is available. Timing your press of the right trigger to coincide with the reticule turning red, is key to excellence in Swords.

    Unlike the Campaign mode, Swords in multiplayer last forever, and never lose their deadly lock-on ability. Soon, the ground will be littered with corpses and dropped Swords. The player will also note that they are equipped with grenades – these will prove to be a deciding factor in the game, and has the bonus effect of lifting the oppressive and frightening silence with a few staccato explosions every now and then.

    Swords works best on small maps with a few players, or medium size maps with lots. Large maps are just too, well, large. Lockout, Ivory Tower and Midship are probably best, but large groups could enjoy games on Zanzibar, Ascension and even Colossus. One on one matches work brilliantly on Lockout and Midship, but everything else can get lonely.

     

     

    I'm gonna give you such a stabbing!

     

    Motion tracker is by default active, since it actually adds to the tension, but some players may deactivate that feature in the quick options. We prefer to keep it on. Not knowing if a player is above or below you adds a note of terror to a tense match of Swords.
    Speaking of above and below, we should mention that the lunge isn’t just lateral. If you have a lock on a player above or below you, that killer-lunge will make you leap directly at anyone unfortunate enough to be in the way. You may think you’re safe on a ledge looking down, but a locked-on Sword-wielding player can lunge a lot higher than he can normally jump. The vertical game becomes vital for success.

    There are tons of tricks you can use to succeed. Camping can work, but many’s the player who’s been caught squatting behind a crate, forgetting, apparently that he has a huge, meter long glowing sword sticking out. Some players prefer a fishing expedition – lure an opponent towards you, and then retreat, but remain facing the sucker. The nanosecond he’s in range, hit that right trigger. Naturally, he can do the same, so keep your wits about you.

    Waiting in a gap between structures, say, on Lockout or Ivory Tower, can also prove fruitful. As a player makes the leap across the gap, you can lock, lunge and strike. He’ll never know what hit him.

    We like to increase our controller sensitivity for this game mode, since rapid turns, and quick vertical looks are essential. Some players may prefer to retain the smooth predictability of a lower setting, but we want speed, always. This is especially important as you track vertically, or need to spin around quickly.

    If you're playing on a small map with a large number of players, be aware that there is ALWAYS someone behind you. If you just made a kill, it's prudent to immediately spin around, since the fight probably attracted the attention of another Swordsman.

     

     

    You can change the default Swords options easily.

     

    Your spawn point can make the difference between life and death. If there are only a few players, they will tend to spawn quite safely, at some distance from the nearest player. However, as a map becomes crowded, spawn points can become more hazardous, although if you're facing in the right direction, it is possible to spawn conveniently behind someone, without of course alerting his motion tracker.

    That exact phenomenon makes kill-stealing (basically swooping in on weak, injured players) especially effective in Swords. It's low and dirty, but it works. Watch a melee battle and attack the victor in his moment of triumph. You can also lob grenades at two circling opponents to create confusion and occasionally get a nifty double-kill.

    If you end up in a tight corner and find yourself thrashing the right trigger frantically, you're gonna get killed. You won't be able to achieve a lock in a panic and the right trigger attack is too slow. Switch to the melee button immediately if things are getting stabby! This is easier said than done, but with practice, it'll come naturally.

    If you're dodging, dodge left or right. A locked-on player can miss if you sidestep at just the right time. Be careful too, when lunging, since foolish dives forward can take you over the edge of a precipice. And you don't want to yell some stabby smack-talk seconds before the Guardians kill you...

    FRANKIE TIP: Lie. Seriously. On System Link games, and now on Xbox Live, try saying things like, "I can't believe I just fell to my death!" And then make with the stabbing. You'd be surprised how effective it is. Just ask Shishka or Sketch….





    Enemys Vehicles weapons


    Enemys

    -Elites-

    Elites stand about 8'6 tall, posess immense strength & are the Covenant Commanders in all combat activities, therefore, whilst their tactics & power may give them a powerful edge, if you take down the Elite in a group, his supporting Grunts & often any Jackals, will scatter in fear. The following is a list of Elite types & their abilities & tactics.

    Crystal: Physically the weakest, & always invisible, carrying a Plasma Sword or Rifle, they appear to opperate as the Covenant 'spies', as such they do not carry shields, perhaps to allow for a more effective element of Stealth.

    Blue: The standard Low-Level Elite, carrying a Plasma Rifle or sometimes a Needler, although they are very strong & able to take a lot of punishment, they can easily be taken out if their shield is sapped, they are more tactically aware than their subordinates, but do not pose a great challenge to an experienced & well armed opponent.

    Purple: Such Elites appear as little more than a more advanced Elite, perhaps more experienced than a standard Elite, they appear more tactically aware & are slightly more dangerous.

    Maroon: A very strong Elite who is rarely seen in Halo on lower difficulties, however they are extremely powerful, even on the lower difficulties. Maroon Elites opperate as a Commander for most other Elites due to their higher rank & greater experience.

    Gold: The 'Generals' of the Covenant forces, Gold Elites turn up in situations of great importance & lend an extremely sharp tactical edge to the forces under their command, they also carry more powerful shields & occasionally, Plasma Swords, combined with their often excercised jumping ability, impresive speed & tactics, they are a very dangerous foe.

    Black: The Special Opps forces of the Covenant, quick & very deadly, carrying almost any Covenant weapon & even on occasion, using grenades. The Black Elites are often the most tactical of any Covenant & their positioning can often be such that they are nearly unapproachable, anihilating their enemies with but a few hits against their shields. They often opperate with a group of Spec Ops Grunts, often carrying Fuel Rod Cannons to deadly effect.

    -Hunters-

    Hunters stand around 12', but they contract to around 8' for battle, have an imperveous armour & shield which they use to melee, & a dangerous fuel rod gun, their only weak-spots, are the points at which their armour has niches for movement, usually on their backs, a sniper shot taken to any exposed area is a great way of taking them down, but unless you're well hidden, they'll usually be hiding these & shooting back. A pistol is also a great weapon against them, a single shot being enough against their weak skin. Plasma weapons are also useful, though the plasma rifle often bounces off, unlike the plasma pistol. A good tactic is to let them charge, & to side step or simply jump, so you get to shoot & melee them in their back.



    -Brutes-

    The Brutes are an extremely violent species, enjoying the mutilation of their enemies & able to take a great deal of punishment from small arms, their weapons feature a blade of some sort & their speed & agility make them a very leathal enemy, despite their lack of tactical awareness, they are likely just as dangerous as Elites.

    -Jackals-

    Jackal stand about 5'8 tall, they have extremely sharp vision, carry shields & are the Covenant snipers, on higher difficulties, being hit by a Plasma Pistol from one of these guys is a serious danger, they carry personal hand-held shields & love to charge their pistols to take your shields out, they wont run if you kill an Elite, but a good idea with these guys is a well placed grenade (though they do try to avoid them) or to use their own weapons against them, a charged plasma pistol is sufficient to remove their shields.


    -Grunts-

    Grunts stand about 5 foot tall & are relatively weak, however a pack can overwhelm careless marines & on higher difficulties, a pack of poorly handled Grunts will likely spell your doom too. Often you will encounter many rather stupid grunts, however, you may also find some with darker armour in Halo, these are veterans & more dangerous, sometimes a Grunt may also be carrying a Fuel Rod Gun, in these instances, don't hang around to see what happens.

    Black Grunts: Special Opperations Elites, though rare, are supported by groups of Black Armoured Grunts, carrying a variety of weaponry, including Fuel Rod Cannons.

    Red Grunts: Leaders of the standard Grunts, you can take any amount of Elites or Red Grunts out, but if there is even one Red Grunt left, you've still got a working pack against you, even if it may be a slightly cowardly pack.

    Standard Grunts: Dumb & easily scared, taking out their Master (any nearby Elite, usually the highest ranking) will have the standard Yellow Armour Grunt running for cover & cowering behind the nearest shelter.


    -Drones-
    Better known as "Buggers" The drones are anoing and new to Halo. We still do not know much but they will try to snipe you, so use ammo but don't waste your rockets.






    Vehicles

    -M12 LRV - Gausshog-

    Features:

    • Armaments: Rear Mounted Gauss Cannon (MAC Opperation)
    • Weight: 3.25 Tons
    • Capacity: 1 Driver, 1 Passenger, 1 Machine Gun Opperator

    Information:

    The Gauss Hog' looks set to wipe that smug grin from the Covie's faces one Elite at a time.

    The powerful Gauss Rifle mounted in place of the standard machine gun increases the Hog's firepower exponentially, disecting vehicle & infantry alike in a single punch of magnetically accelerated goodness.

    -M12 LAAV 

    Features:

    • Armaments: Rear Mounted M41 LAAV Gun firing 3 Standard Infantry Rockets
    • Weight: 3.25 Tons
    • Capacity: 1 Driver, 1 Passenger, 1 LAAV Opperator

    Information:

    This light reconnaissance vehicle is an excellent rapid deployment craft, it has a large anti-infantry capacity within the UEG & is an excellent piece of hardware when speed & capacity is required for a quick ground insertion, this unit's Rocket Platform significantly increases its anti-vehicle capacity & makes it a force to be reconned with.

    Warthog Guide:

    The Warthog always confuses new players, mainly because of the way its sterring system opperates, however, once you get used to going in the same direction as the screen, it really isn't all that bad.

    The Warthog is a great vehicle, but prone to tipping, especially at high speeds, when cornering try maybe slowing or using the A button to brake a bit, the vehicle is also heavily affected by terrain, so always be careful, especially of running into large objects as the Warthog could flip or simply fly dangerously.

    The LAAV Rocket Platform makes this Hog' a whole different vehicle to the standard Warthog & changes its use completely, think tanks that are faster & a lil' less powerful.

     

    -All Terrain Vehicle (Quad Bike) 

    Features:

    • Armaments: None, driver must use free hand to opperate weaponry
    • Weight: unknown
    • Capacity: 1 Driver

    Information:

    The Human ATV is an extremely fast, 1 man vehicle with no mounted weaponry, it is used in a swift transport & assault capacity, with the driver able to use a single handed weapon when driving, though this may affect control.

    ATV Guide:

    The vehicle could likely be used for a rapid attack & flag capture maneuver, & is probably the human equivalent of a Covenant Ghost, without the weaponry of course.

     

    -The ATV has been axed from Halo 2 for reasons pertaining to its enjoyment value, however there is a possibility of release as Downloadable Content on Xbox Live-

    -The Pelican-

    Features:

    • Armaments: Rear Mounted Machine Gun (On Some Models)
    • Weight: Unknown
    • Capacity: 2 Pilots, 10 Passengers

    Information:

    Perhaps the sleekest looking thing within the UNSC, though the Long-sword gives it a run for it's money, the Pelican is a standard Human Dropship, capable of transporting 10 fully equipped marines into battle with a pilot crew of 2.

    The Pelican can travel at high-speed & hover at almost any height as long as the consumption rate of fuel will allow it. It also features tuck-away landing struts for extended drops & storage, as well as an air tight interior (when closed), allowing the Pelican to opperate in space & when traversing an atmosphere.

    Some Pelicans are fitted with powerful Gattling Guns, mounted in their rear-chamber, opperated by on-board marines.


    Covenant 


    -Ghost-

    Features:

    • Armaments: 2 100-250kW Range Plasma Cannons
    • Weight: 3.25 Tons
    • Capacity: 1 Pilot

    Information:

    The Ghost is an excellent rapid attack & scouting platform, a few Ghosts can easily decimate infantry & mobile forces alike, the ability to strafe makes the Ghost even more deadly as it can surround & track a target all by itself, whilst still melting the defenseless opponent with its dual Plasma Cannons.

    Ghost Guide:

    Whats fast, powerful & painted by a psycho & a pot of purple paint? The Ghost of course!

    As with the Warthog, driving is fairly simple, but you want the advanced tactics, like how to do a wheely even though you have no wheels!

    As the Ghost hovers, it isn't affected by terrain, so you need only watch out for big objects which you might run right into, to get over such obstacles, pressing 'A' on Xbox & 'Space' on PC, puts the Ghost into a nose up position, making jumping a bit smoother, & a great stunt to boot, to make sure you always land your Ghost, pressing back on your control stick or movement controls helps to keep your nose up & landings, though sometimes not very smooth, are better than tips.

    When fighting in a Ghost its a good idea to strafe around your target, making yourself less of a target, whilst always firing on their position, Ghosts are great for killing Tankers & unless you get caught on approach that Uber gunner is yours & your plasma slugs

     

    -The Shadow-

    Features:

    • Armaments: Plasma Turret
    • Weight: Unknown
    • Capacity: 1 Pilot, 1 Passenger, 1 Turret Opperator

    Information:

    The Shadow is a new Ground Assault Vehicle for the Covenant, often employed by Elites for rapid attack, it seems to borrow heavily from the Human Warthog, carrying 1 pilot, 1 passenger & 1 gunner for the mounted Shade turret at it's rear.

    The Shadow is particularly fast & maneuverable & in true Warthog style, when in the right hands, it becomes a dangerous thing indeed.

    -Banshee-

    Features:

    • Armaments: 2 Fuel Rod Cannons/2 100-250kW Range Plasma Cannons
    • Weight: 2.25 Tons
    • Capacity: 1 Pilot

    Information:

    The Banshee is an excellent unit for surprising folk, its aerial prowess & maneuverability are incredible & it packs some really heavy hardware, however, be aware of the Banshee, it can be a mixed blessing, avoid head on attacks, these will make you rocket fodder...

    Banshee Guide:

    The Banshee is a powerful vehicle, its Fuel Rod Cannon & Double Plasma Cannons can decimate ground forces & vehicles alike, while its armour protects the pilot extremely well from small arms fire. The Banshee should be used as an aircraft, too many pilots attempt to mow down targets, only to find themselves on the recieving end of explosives & heavy fire, attempt to use the Banshees extreme range advantage for bombardment of targets.

    -The Creep-

    Features:

    • Armaments: 1 Shade Turret (Mounted)
    • Weight: Unknown
    • Capacity: 1 Pilot, Several Passengers, Turret Opperator

    Information:

    It may sound like the nick name for a pretty shady kind of guy, but theres no missing the Covenant Transport Bus, especially if its firing its very own Shade Turret at you.

    The Creep is used by the Covenant as a means of transporting troops across distance in a reasonably safe manner, likely in a similar way to the 'Troop Hog', but unlike its human counterpart the 'Creep' carries its own shade turret & is slightly more protective of its cargo.

    -The Phantom-

    Features:

    • Armaments: Heavy Plasma Cannon
    • Weight: Unknown
    • Capacity: Unknown

    Information:

    The Phantom is a new Covenant Dropship & Air Patrol Craft, first encountered during the Covenant invasion of Earth.

    Primarily used as a drop ship for Brutes & Elites, it also carries a heavy plasma turret, not too far removed from those carried on Cruisers.

    The Phantom is strangely maneuverable for it's size & can travel at great speed, making it a dangerous enemy, the fact that Brutes like to drop from the Phantom & onto your head doesn't make things easier.



    Weapons

      -M6D Pistol-

    Features:

    • Standard Issue Pistol
    • Recoil-Opperated
    • Magazine Fed
    • 12.7mm semi-armour piercing rounds
    • Semi-Auto/Automatic fire
    • Dual Wielding

    Pistol Guide:

    The M6D pistol returns in Halo 2, but in a far weaker form to the original, the Smart Linked Scope is gone & rounds are less effective against most enemies, however, the pistol is a dual wield weapon, & two M6Ds can still be a dangerous force.

    -Sub-Machine Gun-

    Features:

    • Potentially weak damage, offset by rapid fire
    • Rapid Fire Rate
    • Dual Weild Weapon

    Sub-Machine Gun Guide:

    The sub-machine guns are fast firing, light damage weapons, which when used togeather promise to produce a very comforting supression & total oppresion effect against enemies, of course if used against you, you may find yourself in a sticky situation much faster than usual.

    -Battle Rifle-

    Features:

    • High Power Rounds
    • Smart Link Scope
    • Single Round Fire Mode in Zoom, 3 Round Burst Standard Fire Mode

    Battle Rifle Guide:

    The Battle Rifle has two modes of fire, standard being a 3 Round burst of immense power, firing single Rounds when zoomed but at a high speed, limited only to the users ability to press the trigger. The Battle Rifle carries a smaller magazine than previous Rifles, but its shots are more powerful, the 3 Round Burst being enough to incapacitate a shielded foe if planted in the targets skull.

    -M90 Shotgun-

    Features:

    • Pump Action
    • Magazine fed
    • 8 gauge magnum (3.5'') round

    Shotgun Guide:

    This is a great weapon for close range, at longer ranges it makes a useful supression weapon, as you can cover a large area, but where it really comes into its own is waiting round a corner or above a base ramp on Blood Gulch for a one-shot to the face kill. At a slightly increased range it usually takes quite a few shots due to the dispersement of fire. Really good for snipers to carry with their Sniper Rifle, so that if they get attacked up close & personal they've got a pretty simple solution: Bang, get outta my face & go find yours!


    -S2 AM Sniper Rifle-

    Features:

    • 2X & 10X Smart Linked Zoom
    • Gas-opperated
    • Magazine fed
    • Light amplification
    • 14.5mm armour-piercing fin stabilised discarding sabot rounds

    Sniper RifleGuide:

    Now we're talking! My weapon of choice & one of the best Sniper Rifles of any game, the best advice I can give is to check out my Sniping guide, get yourself a nice spot to run around in & some rocks to duck behind, then pick those shots, no camping though! It makes you a melon, & melons are easy to hit.

    Its 14.5x 114mm APFSDS is an anti-material munition which can easily over-penetrate several armored soliders.

    -M 19 SSM Rocket Launcher-

    Features:

    • 2X Smart Linked Zoom
    • Shoulder mounted
    • Magazine load
    • Fires 102mm shaped-charge, high-explosive Rounds
    • Vehicle Tracking Rounds

    Rocket Launcher Guide:

    Having a headache over Tanks? Ghosts got you down? Warthogs Working You up? Then get yourself down to megalomaniac mart & for $5000 we'll get you out fitted with your very own, personal, infantry mounted anti-armour Rocket Launcher! Perfect for eliminating pesky Tanks & worrying Warthogs. The M 19 SSM is a powerful weapon & can be used to great effect against most targets, however, it is an explosive device & caution is advised as the opperator is as much at danger as the target. The newest M 19 SSMs now feature a target selective Tracking mode, any target of sufficient mass, when painted by the lock-on reticule will be followed in a limited manner by the HE rounds, making the M 19 SSM even more deadly in an anti-vehicle capacity.

    -M9 HE-DP Grenade-

    Features:

    • Heavy Explosive Hand Held Device
    • Pin-pull-throw system

    M9 HE-DP Guide:

    Boom, it rolls, it bounces, it flys, its your all purpose boom ball!

    Excellent for surprising an enemy, because you can barely see the thing if you do it right, if you see one coming your way, move, & be careful not to stray into enemy sights.

    -Covenant Plasma Pistol-

    Features:

    • Semi-automatic directed energy pistol
    • Single shot & charged shot fire
    • Dual Wielding

    Pistol Guide:

    Another under-rated pistol weapon, whilst I'll agree its not a weapon of choice, its damn fine for taking down a shield, whilst I don't reconmend using it solo, if its all you have, get in close, charge the shot, then hit your target for a quick kill, if you can use it in conjunction with a weapon like the Assault Rifle to soften a target ready for spray fire its even better, though its rapid rate of fire means even Grunts can be dangerous with just a Plasma Pistol...
    Thanks to the new dual wielding of Halo 2, the Plasma Pistol may take on an even more dangerous role, consider this; Plasma Pistol Overloads a target & quick fire prevents escape whilst an SMG riddles target pepper style ;)

    -Needler-

    Features:

    • Automatic
    • Magazine Fed
    • Homing shot weapon
    • Excellent Melee damage when fully loaded
    • Dual Wielding

    Needler Guide:

    Whilst the Needler is incapable of shield/armour penetration (excluding MJOLNIR Suit Shields & Elite Shields) the Needler is capable of hitting a target from great range, its shots explode after a time & if a target is hit by a full magazine they will often be out for the count due to the built up explosion from a number of well placed needles. However, caution is reconmended, because the explosion of the shots is harmful to those nearby. The new itteration of the Needler is similar to an SMG & is even more powerful than the original, as well as incredibly fast.

    -Covenant Plasma Rifle-

    Features:

    • Directed Energy
    • Semi-auto/Automatic
    • Prone to over heating
    • Duel Wielding

    Plasma Rifle Guide:

    The Covenant seem to be good at taking down shields, & a few shots with this will manage just that, a good tactic for sustaining fire without over-heat or stopping is to simply tap the trigger so you have a high fire rate, but the gun has a chance to cool also.
    Be aware this weapon actually slows enemies, making it difficult for them to move, or return fire...
    Note:There is a "Brute" Plasma rifel and it is redish pink.

    -Covenant Carbine-

    Features:

    • High Power Output
    • High Rate of Fire

    Carbine Guide:

    The Covenant Carbine is a standard infantry weapon of great power, with a respectable rate of fire a user is able to deliver a lot of damage before having to wait for the weapons heat to disipate.

    Brute Shot-

    Features:

    • Covenant Explosive Launching
    • Powerful Blast Radius
    • Bladed Barrel

    Brute Shot Guide:

    Utilised solely by the species known as 'Brutes', the Brute Shot has incredible damage potential, firing explosive devices, much like a grenade launcher, which explode on impact with a large radius of potential damage. Marines are advised not to engage Brutes in close combat due to their emmense strength & the Bladed Barrel of the weapon, which is extremely dangerous upclose.

    -Energy Rifle-

    Features:

    • Extremely Powerful Output
    • Low Fire Rate
    • Quick to Overheat

    Energy Rifle Guide:

    The Covenant Energy Rifle is the premier long-range weapon, firing single bolts of emmense power, the Energy Rifle is deadly, especially when used against an unsuspecting target. The Energy Rifle is a victim of its own success however, such power resulting in a very short time before the weapon overheats, however, a skilled user should be able to opperate without any need to let the weapon dump excess heat by carefully timing shots. UNSC forces are advised to be extremely careful when in areas likely to be manned by Covenant Sharp Shooters.

    -The Plasma Sword-

    Features:

    • High Powered
    • Melee Attack Only
    • Tracking Attack Mode

    Plasma Sword Guide:

    Well, not much can be learnt untill its been used, but bear in mind, the lock on attack could leave you open to attack if not performed correctly, & you'll find it difficult to change direction mid attack. However, up close, no weapon is more devastating (without blowing everything up), the Plasma Swords are in hard to reach places in multiplayer & will need some work to reach.



     





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